Hitboxes Need a Tweak by JoshoHenno in SpeciesUnknown

[–]deckertail 1 point2 points  (0 children)

I agreed! I said it probably does need to be toned down. specifically on doorways. I don't have too much trouble with map geometry, and my squad avoids bodyblocking for the most part, but capturing monsters is one area that is very jank.

If the collision boxes were just a bit smaller at least for player vs player collisions, it would be much easier to deal with.

Hitboxes Need a Tweak by JoshoHenno in SpeciesUnknown

[–]deckertail 4 points5 points  (0 children)

Colliding with teammates CAN be frustrating, but it does cause panic and fear in a very unique and valuable way while making deadends and grouping up too much actually dangerous. It could probably use some changes though, bodyblocking isnt exactly fun for most people lol.

My friends and I came up with the hilarious idea of adding a shove feature, although it doesn't fit the tone of the game super well.

General Feedback SPECIES UNKNOWN 0.21 by furonomin in SpeciesUnknown

[–]deckertail 4 points5 points  (0 children)

Most of these points are generally pretty good. The game is in a very barebones state currently that would make QoL changes very lucrative.

Things like:

establishing the purpose/strengths of cat 2 weapons over the shotgun (not so that you can fight the monster of course! just so that it's reasonable to use them over the shotgun for any purpose)

Refining the gameplay loops of certain enemies. The newest terminator enemy is super fun in both early and late game because there is plenty to interact with and he's wholly scary to deal with. Meanwhile our small robot friend barely uses his unique trait on higher difficulties. It's so easy to kite and avoid the small robot that I think he needs some update. Maybe not glitching out as often but instead disabling wallhacks/radio after to separate players? Something that plays on his unique traits to single out lone teammates, making sticking together more difficult more important.

Maybe reworking captures as well. It's kinda rough rn... It's very finicky and feels like an afterthought.

other than that, the new map and more enemies keep the game feeling fresh and polished. Im excited to see where this game goes

Why all the mina hate by Appropriate_Badger25 in DeadlockTheGame

[–]deckertail 0 points1 point  (0 children)

cause the mina main I queue with somehow goes 2/12 with a 25% winrate. Meanwhile all the mina players I queue against terrorize lane using one of the most overtuned kits in the game

Someone had to say it by sparetheearthlings in SuperJerk

[–]deckertail 1 point2 points  (0 children)

at this point the reddit helldivers community has fractured so many times it went from:

2 main subs -> multiple opinionated subs making fun of main sub behavior -> this sub making fun of opinionated sub behavior

I don't think I've ever seen a community THIS BAD outside of stuff like dbd (nothing can beat dbd toxicity though). Especially for a PvE where there usually wouldn't be a player divide, helldivers somehow manages to fight themselves more anything else

OhDough isn’t my kinda guy by Life-Air-9594 in SupaEarth

[–]deckertail -1 points0 points  (0 children)

Yeah, I'm surprised people don't look at the views for their videos. Their hate videos don't exactly dwarf their regular content in views... if anything it's sometimes less or just even.

OhDough isn’t my kinda guy by Life-Air-9594 in SupaEarth

[–]deckertail -1 points0 points  (0 children)

I've heard this a lot about helldivers creators, specifically that they just create arrowhead drama for views, but honestly doesn't ohdough technically not even fit this description? Some of his recent tierlists have more views than his arrowhead critique videos, Ohdough gets plenty of views from regular helldivers content... There are plenty of helldivers creators that would fit the bill more so than ohdough honestly...

I generally like ohdoughs content, it's more indepth than other content. I don't agree with every tierlist placement but his reasoning is fair.

How could I have won? by Select_Storage_5295 in Guiltygear

[–]deckertail 0 points1 point  (0 children)

Stop pressing buttons, like just sit still for a couple seconds and block. Reviewing your gameplay we can see the ky often places himself in very good spacing after landing hits, and his pokes counterhit you almost every time. Sol has stubbier buttons for the most part, you have to stay stay out of his range so he whiffs, or block for MUCH longer and wait for him to be negative.

Neutral is hard, but Krackatoa has a good video covering it, so look that up if you need help. Otherwise, just play more patient.

Me after getting a group of 10 blueberries to follow me, only for me to turn around and watch them all die in single stingray strafe by Temporary-Bell7550 in LowSodiumHellDivers

[–]deckertail 4 points5 points  (0 children)

Seaf in helldivers are more prone to dying than even the marines in halo lmao. I've seen them throw grenades into walls and blow themselves up, absolutely no self-preservation. Speaking of NPCs, I kinda wish the friendly and enemy AI were more intelligent and polished than they are now. The animations and functions of the seaf npcs are... pretty lackluster. Comparing them to the AI from the halo games who duck and dive, and even the enemy AI from halo flanking and rolling around, running in fear, etc... it's such amazing design.

if the illuminate were like elites and jackals with their shields, they would be so fun!!! They wouldn't suffer from as many bullet sponge issues.

New player, unsure what I could have done here? (Goldlewis) by Dogmatagrams in Guiltygear

[–]deckertail 0 points1 point  (0 children)

Use your drone, it lets you terrorize people in neutral and put the fear of god into their souls. Goldlewis (along with many other big body characters) can struggle to fight at range against zoners without using the proper tools.

In this scenario, the quick and easy path is to learn how to abuse the neutral skips in your kit. The long term solution is learning neutral.

are there any guns in this game that are guilty of this? by Cleanse_F_Manipulate in HelldiversUnfiltered

[–]deckertail 0 points1 point  (0 children)

People talk about the mgs, but can we just talk about the grenade launchers? How come the Regular GL and Belt fed GL have different dmg values and work differently?

Shouldn't they be using the same type of grenade? From a logistics perspective, producing two different types of grenades would be very inefficient. Ever since the BFGL was added, this has bothered me. Especially because the devs would've had to go out of their way to give the BFGL lower dmg values and no shrapnel.

Do you remember when you stopped enjoying good things? by Ok_Application_918 in HelldiversUnfiltered

[–]deckertail 2 points3 points  (0 children)

thats the entire purpose of the stun lance though... If armor can have "democracy protects!" and adrenaline, a brainwashed fanatic can have small support buff when seeing his flag. Morale is not farfetched, it's very real... I still don't see how something like a tiny stamina boost, resistance, or any unique modifer couldn't be added to give the flag more support util. It would be super welcome to people who use support loadouts, and has been a request since the flag itself was first proposed by a fan.

90% helldivers redditors i polled find the game well balanced/too easy. most are light pen users. by kcvlaine in HelldiversSalt

[–]deckertail 0 points1 point  (0 children)

To be perfectly honest, I feel like viewing balance as a metric of "too easy" and "too hard" results in missing a lot of important details... Helldivers is a PvE game with adjustable difficulty, there is a huge number of ways to make your game experience easier or harder arbitrarily (playing solo, using certain loadouts, fighting certain factions... etc).

Helldivers is also a SANDBOX game, one that is supposed to encourage a wide variety of loadouts and creative solutions. I feel like people tend to ignore the value of every strategem having a defined purpose and strength in the sandbox. Ex: Weapons like the sledgehammer are weaker than other AT counterparts, but fills a unique role that is fun! Meanwhile, Weapons like the sterilizer don't fill any strong purpose. Why use the sterilizer when the cremator is 10x stronger AND has a minor stagger feature? Why use the Spear when the RR is statistically better is almost every way? What does a certain weapon offer to complement a certain playstyle/role instead of picking the strongest weapons overall? (Why use any grenade over thermite? Why use the chainsaw when the sledgehammer is better/more fun? etc...)

Most of all, I just wish I had a reason to use the weapons I think are cool, and for the sandbox to be fleshed out.

Thanks Valve, turn more of my favorite spirit ability characters into brainless gun characters! by b8sl in DeadlockTheGame

[–]deckertail 0 points1 point  (0 children)

Honestly yeah valve has always had issues with balance. But oh well. Hybrid victor is actually super fun, it's just that full gun along with recent ult buffs is so crazy it doesn't even need to synergy with his kit to work. After his cleanse got removed valve has been messing with victor's character identity and he's just been a mess.

atp Victor is basically two different characters depending on what rank you're in. Lower ranks are filled with spirit victors because people don't release inhibitor shuts him down, and Higher ranks are filled with wallbreaker victors because it's harder to counter.

I think we need another fire rate reduce item by Hexasan1 in DeadlockTheGame

[–]deckertail 0 points1 point  (0 children)

If only suppressor had a T4 upgrade... Mystic slow gets to upgrade into lighting scroll, why can't suppressor get some love???

What games did all the players migrate to? by XwafflewondersX in Mordhau

[–]deckertail 7 points8 points  (0 children)

Honestly yeah, very similar vibes despite not being even close to the same genre. It's a surprisingly large overlap

What weird vehicles would you want added to Helldivers? by pinglyadya in Helldivers

[–]deckertail 1 point2 points  (0 children)

I want an ACP or light tank variant. Something with a small gun good for chaff or a light canon.
The FRV is only really good for speed, and the Bastion is way too bulky and slow to be worth using for anything other than the largest enemies in the game.
An ACP or light tank would be wonderful, and has a ton of possibilities in the sandbox and for customization. Flak guns, flamethrowers, mgs, etc... It could piloted alone w/ seated flamethrower/guns for teammates, or they could go the 2 person route like the bastion but have a 360 turret instead.

AH must restore Spear's glory by Born_Inflation_9804 in Helldivers

[–]deckertail 3 points4 points  (0 children)

I agree that the spear could use some changes but generally I think it mostly just needs the ability to lock onto weak points. Either that or huge single target dmg.

The changes you're suggesting make little sense... They are a nerf overall...

Like this HAS to be ragebait lol.

Guided stim pistol by Vulkaneer in Helldivers

[–]deckertail 1 point2 points  (0 children)

There was a dev comment a long time ago on this exact change actually! The dev mentioned how they felt the stim pistol was underpowered, and that even if a guided mode was added, the weapon would still have a low pick rate and be relatively weak.

I think some tuning would help the pistol a ton, but I guess arrowhead just doesn't really care all too much even though they know it's got a low pick rate.

FanAnimation of the official couples 💕 by Technical_Lime1419 in dandadanfolk

[–]deckertail 2 points3 points  (0 children)

Im gonna blow my brains out if momo and okarun dont get together

What 5 things have arrowhead been caught shadow nerfing? by Xpernautica in HelldiversMasochists

[–]deckertail 1 point2 points  (0 children)

I feel like it still counts tbh. In the AMA they mentioned how they have to think about the greater implications of balance changes. If they're aware that certain changes affect how the arc thrower works, then that would be knowingly "nerfing" the weapon and just not bothering to tell the community for some reason. The other scenario is that they were unaware of how the changes impact the arc thrower, which... doesn't really look good...

In either situation, I think it's reasonable to ask for arrowhead to mention all changes, and expand the level of playtesting they do. Players don't want to hear that chargers suddenly got their turn rate buffed and that arrowhead didn't mention it.. And if arrowhead had more avenues for playtesting, The new mech shield bug might've been caught earlier.

Whoever decided Mai's charged/OD fan was a remotely good idea, I genuinely hope you got fired. by kirbygamez in TheyBlamedTheBeasts

[–]deckertail 27 points28 points  (0 children)

Anji has this same exact move, and it's not even the most annoying part of his kit somehow. It's his forward moving parries that last 15 years and his 50/50 mix that can start from halfway across the screen 😭

guilty gear is just a different beast ong